forked from LeenkxTeam/LNXSDK
Repe [T3DU] Update - 31f26d171bba0355ce2a77031e3aad4c64dbc7e9
This commit is contained in:
@ -169,7 +169,7 @@ def init_properties():
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# HTML5 Settings
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bpy.types.World.lnx_project_html5_copy = BoolProperty(name="Copy Files To Specified Folder", description="Copy files to the folder specified in the settings after publish", default=False, update=assets.invalidate_compiler_cache, set=set_project_html5_copy, get=get_project_html5_copy)
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bpy.types.World.lnx_project_html5_start_browser = BoolProperty(name="Run Browser After Copy", description="Run browser after copy", default=False, update=assets.invalidate_compiler_cache, set=set_project_html5_start_browser, get=get_project_html5_start_browser)
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bpy.types.World.lnx_project_html5_popupmenu_in_browser = BoolProperty(name="Disable Browser Context Menu", description="Disable the browser context menu for the canvas element on the page", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_project_html5_popupmenu_in_browser = BoolProperty(name="Disable Browser Context Menu", description="Disable the browser context menu for the canvas element on the page", default=True, update=assets.invalidate_compiler_cache)
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# Windows Settings
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bpy.types.World.lnx_project_win_list_vs = EnumProperty(
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items=lnx.utils_vs.supported_versions,
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@ -315,9 +315,10 @@ def init_properties():
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)
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bpy.types.World.lnx_copy_override = BoolProperty(name="Copy Override", description="Overrides any existing files when copying", default=False, update=assets.invalidate_compiled_data)
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bpy.types.World.lnx_minimize = BoolProperty(name="Binary Scene Data", description="Export scene data in binary", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.lnx_minify_js = BoolProperty(name="Minify JS", description="Minimize JavaScript output when publishing", default=True)
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bpy.types.World.lnx_no_traces = BoolProperty(name="No Traces", description="Don't compile trace calls in the program when publishing", default=False)
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bpy.types.World.lnx_optimize_data = BoolProperty(name="Optimize Data", description="Export more efficient geometry and shader data when publishing, prolongs build times", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.lnx_export_debug_json = BoolProperty(name="Export Debug JSON", description="Export Debug JSON to debug_json", default=False)
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bpy.types.World.lnx_minify_js = BoolProperty(name="Minify JS", description="Minimize JavaScript output.", default=True)
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bpy.types.World.lnx_no_traces = BoolProperty(name="No Traces", description="Don't compile trace calls in the program", default=False)
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bpy.types.World.lnx_optimize_data = BoolProperty(name="Optimize Data", description="Export more efficient geometry and shader data when publishing, prolongs build times", default=False, update=assets.invalidate_compiled_data)
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bpy.types.World.lnx_deinterleaved_buffers = BoolProperty(name="Deinterleaved Buffers", description="Use deinterleaved vertex buffers", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_export_tangents = BoolProperty(name="Precompute Tangents", description="Precompute tangents for normal mapping, otherwise computed in shader", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.lnx_batch_meshes = BoolProperty(name="Batch Meshes", description="Group meshes by materials to speed up rendering", default=False, update=assets.invalidate_compiler_cache)
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@ -361,8 +362,8 @@ def init_properties():
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name="Runtime", description="Runtime to use when launching the game", default='Krom', update=assets.invalidate_shader_cache)
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bpy.types.World.lnx_loadscreen = BoolProperty(name="Loading Screen", description="Show asset loading progress on published builds", default=True)
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bpy.types.World.lnx_vsync = BoolProperty(name="VSync", description="Vertical Synchronization", default=True, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_dce = BoolProperty(name="DCE", description="Enable dead code elimination for publish builds", default=True, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_asset_compression = BoolProperty(name="Asset Compression", description="Enable scene data compression with LZ4 when publishing. Warning: This will slow down export!", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_dce = BoolProperty(name="DCE", description="Enable dead code elimination", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_asset_compression = BoolProperty(name="Asset Compression", description="Enable scene data compression with LZ4. Warning: This will slow down export!", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_single_data_file = BoolProperty(name="Single Data File", description="Pack exported meshes and materials into single file", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_webview = BoolProperty(name="Enable Webview", description="Create a default embedded webview for DOM interaction", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_write_config = BoolProperty(name="Write Config", description="Allow this project to be configured at runtime via a JSON file", default=False, update=assets.invalidate_compiler_cache)
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@ -391,6 +392,14 @@ def init_properties():
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description='Whether to use instancing to draw the children of this object. If enabled, this option defines what attributes may vary between the instances',
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update=assets.invalidate_instance_cache,
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override={'LIBRARY_OVERRIDABLE'})
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bpy.types.Object.lnx_instanced_rot_type = EnumProperty(
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items = [('Local', 'Local', 'Rotate around instance origin'),
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('Global', 'Global', 'Rotate around world origin')],
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name="Rotation Type",
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default='Local',
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description='Rotation space for instanced children',
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update=assets.invalidate_compiler_cache)
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bpy.types.Material.lnx_instanced_rot_type = bpy.props.StringProperty(default='Local')
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bpy.types.Object.lnx_export = compatible_prop(BoolProperty, name="Export", description="Export object data", default=True, override={'LIBRARY_OVERRIDABLE'})
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bpy.types.Object.lnx_sorting_index = compatible_prop(IntProperty, name="Sorting Index", description="Sorting index for the Render's Draw Order", default=0, override={'LIBRARY_OVERRIDABLE'})
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bpy.types.Object.lnx_spawn = compatible_prop(BoolProperty, name="Spawn", description="Auto-add this object when creating scene", default=True, override={'LIBRARY_OVERRIDABLE'})
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@ -398,6 +407,11 @@ def init_properties():
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bpy.types.Object.lnx_visible = compatible_prop(BoolProperty, name="Visible", description="Render this object", default=True, override={'LIBRARY_OVERRIDABLE'})
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bpy.types.Object.lnx_visible_shadow = compatible_prop(BoolProperty, name="Lighting", description="Object contributes to the lighting even if invisible", default=True, override={'LIBRARY_OVERRIDABLE'})
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bpy.types.Object.lnx_soft_body_margin = FloatProperty(name="Soft Body Margin", description="Collision margin", default=0.04)
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bpy.types.Object.lnx_soft_body_linear_stiffness = FloatProperty(name="Soft Body Linear Stiffness", description="Linear Stiffness", default=0.9)
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bpy.types.Object.lnx_soft_body_friction = FloatProperty(name="Soft Body Friction", description="Friction", default=0.5)
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bpy.types.Object.lnx_soft_body_damping = FloatProperty(name="Soft Body Damping", description="Damping", default=0.01)
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bpy.types.Object.lnx_soft_body_angular_stiffness = FloatProperty(name="Soft Body Angular Stiffness", description="Angular Stiffness", default=0.9)
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bpy.types.Object.lnx_soft_body_pressure = FloatProperty(name="Soft Body Pressure", description="Pressure", default=0.0)
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bpy.types.Object.lnx_rb_linear_factor = FloatVectorProperty(name="Linear Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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bpy.types.Object.lnx_rb_angular_factor = FloatVectorProperty(name="Angular Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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bpy.types.Object.lnx_rb_angular_friction = FloatProperty(name="Angular Friction", description="Angular Friction", default=0.1)
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@ -441,6 +455,9 @@ def init_properties():
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bpy.types.Mesh.lnx_cached = BoolProperty(name="Mesh Cached", description="No need to reexport mesh data", default=False)
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bpy.types.Mesh.lnx_aabb = FloatVectorProperty(name="AABB", size=3, default=[0,0,0])
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bpy.types.Mesh.lnx_dynamic_usage = BoolProperty(name="Dynamic Usage", description="Mesh data can change at runtime", default=False)
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bpy.types.Curve.lnx_draw_strength = FloatProperty(name="Draw Strength", default=0.005)
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bpy.types.Curve.lnx_draw_color = FloatVectorProperty(name="Draw Color", size=4, default=[0,0,0,1], subtype='COLOR', min=0, max=1)
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bpy.types.Curve.lnx_cached = BoolProperty(name="Mesh Cached", description="No need to reexport curve data", default=False)
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bpy.types.Curve.lnx_aabb = FloatVectorProperty(name="AABB", size=3, default=[0,0,0])
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bpy.types.Curve.lnx_dynamic_usage = BoolProperty(name="Dynamic Data Usage", description="Curve data can change at runtime", default=False)
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@ -483,6 +500,8 @@ def init_properties():
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bpy.types.Material.lnx_depth_read = BoolProperty(name="Read Depth", description="Allow this material to read from a depth texture which is copied from the depth buffer. The meshes using this material will be drawn after all meshes that don't read from the depth texture", default=False)
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bpy.types.Material.lnx_overlay = BoolProperty(name="Overlay", description="Renders the material, unshaded, over other shaded materials", default=False)
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bpy.types.Material.lnx_decal = BoolProperty(name="Decal", default=False)
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bpy.types.Material.lnx_solid = BoolProperty(name="Solid", default=False, description="Renders material as RGB Color (Only Forward)")
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bpy.types.Material.lnx_solid_factor = FloatProperty(name="Factor", default=0.0, description="mix RGB Color and Shader, values in range [0, 1]. Can be accessed with shader uniform _mixColor.")
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bpy.types.Material.lnx_compare_mode = EnumProperty(
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items=[
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('always', 'Always', 'Always'),
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@ -670,7 +689,7 @@ def init_properties():
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bpy.types.World.lnx_action_retarget_rot_y = BoolProperty(name="Rotation Y", description="Retarget Rotation Y", default=False)
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bpy.types.World.lnx_action_retarget_rot_z = BoolProperty(name="Rotation Z", description="Retarget Rotation Z", default=False)
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bpy.types.World.lnx_action_retarget_rot_z = BoolProperty(name="Rotation Z", description="Retarget Rotation Z", default=True)
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bpy.types.World.lnx_retarget_lnxature = PointerProperty(name="Armature", description="Armature", type=bpy.types.Object)
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bpy.types.World.lnx_retarget_armature = PointerProperty(name="Armature", description="Armature", type=bpy.types.Object)
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bpy.types.World.lnx_retarget_overwrite = BoolProperty(name="Overwrite", description="Overwrite action", default=True)
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bpy.types.World.lnx_retarget_from = StringProperty(name="From Bone", description="From Bone")
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bpy.types.World.lnx_retarget_to = StringProperty(name="To Bone", description="To Bone")
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